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DehNutCase

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Everything posted by DehNutCase

  1. I do like Hit +20 a lot, but even on Bernadetta I'm not very found of trying to pick it up. (I'm very much a mobility on everyone person.) There's only so many adjuncts you're allowed if you're not in New Game+, so getting skills in classes people aren't comfortable in is pretty annoying. And mind if you cared about bulk past level 20 there's also Fortress Knight for 35 Hp, 17 Def. (Armor Knights have 30 hp*, 12 Def, so that's 50% growths for both, effectively, if you pick up Fortress.) It does take B in Axes and B in Heavy Armor, though, so it's not worth it for me. For various reasons, the game past level 20 ends up being a lot easier than the game between level 1-10, or even level 10 and 20. *Which matters for people like Hubert, with 22 base hp.
  2. Ch. 2: Splitting this chapter into two halves since there's two maps in it. Part 1:
  3. On my other playthrough Lorenz consistently had enough physical damage to 2HKO people with a brave lance, so the speed thing didn't really matter. He couldn't do that to armors, but his Mag was high enough to 2RKO them with Frozen Lance. Defensively speaking he had enough raw bulk to survive being doubled most of the time. That's more or less all I ask for out of a second stringer. Mind that I got both Leonie and Lorenz near level 20 in that run, so I wasn't looking for units to heavily invest in, just some random 2nd stringers to fill the lineup, and Lorenz was really good at that.
  4. Huh... Guess I mixed up Dancer bases with Enlightened One bases. Oh well, saves me having to rush to recruit an extra mage, I guess.
  5. Tried some re-sized images, but man they're ugly, I think I'll just put full size images inside spoiler tags instead, now that I've realized it's a good idea. Ch. 1:
  6. Ah, I see. I guess I'll just put each individual batch of images in its own spoiler? Edit: This would've been quite useful to know for my last thread, actually, but I didn't think of it.
  7. May I ask where? Do you mean in the title? Or do you mean I should add a tag to the threat thread that says 'Three Houses Spoilers Inside.'
  8. Came into a bit of free time recently, so going to play some more Fire Emblem. This LP will be a little like my Conquest LP, which you can find here, but I'm going to be doing as many Paralogues as I can rather than skipping the vast majority of them, meaning the difficulty will probably get tossed out the window around the time Byleth hits level 20. Oh, and I'll also be playing way more sloppy, since I can get away with it in Three Houses. Reset Counter: 2 (Yeah, I had to reset twice to beat the prologue, LUL) Table Of Contents: 1, Prologue 2, Chapter 1 3, Chapter 2: Part 1 Part 2 4, Chapter 3 5, Chapter 4 (Ignore the fact that it says Chapter 3 on the post itself, sorry.) 6, Chapter 5: Part 1 Part 2 7, Chapter 6 8, Chapter 7: Part 1: Ingrid's Paralogue and Sylvain's Paralogue Part 2 9, Chapter 8: Part 1: Lorenz's Paralogue and Sothis's Paralogue Part 2 10, Chapter 9: Part 1: Hanneman's Paralogue and Flayn's Paralogue Part 2: Ashe's Paralogue Part 3 11, Chapter 10: Part 1: Felix's Paralogue Part 2 12, Chapter 11: Part 1: Shamir's Paralogue Part 2: Raphael's Paralogue Part 3 13, Chapter 12 14, Chapter 13: Academy and Timeskip-Levelup Analysis The Map Extra: More Notes on Timeskip-Levelups 15, Chapter 14: Academy Map (Ignore what the post says, it's Chapter 14, not 15) 16, Chapter 15: First Academy Session Insurmountable (Edelgard's Paralogue) Foreign Land and Sky (Petra and Bernadetta's Paralogue) Rare Monster Sighting & 2nd Academy Session Protecting Garreg Mach (Story Mission) 17, Chapter 16: First Academy Session (Open the Spoiler to see the update.)
  9. If all you needed was to farm Chimeras Summer Nero already did that, incidentally. Her 2nd skill removes her defensive weaknesses from Beserkers, Riders, and Alter-Egos. Unless you needed to farm one single super strong Chimera at once rather than AoEing a whole wave down, for some reason. I'm not on JAP so this is just theorycraft, but from the looks of it Abby mostly fits into Arts Stall teams due to her kit---3 Arts cards means that she improves the team's NP gen by quite a bit, especially considering her 1st skill, but only 30% NP Up and 20% Defense Down on 7 turn CDs means that she hits like a wet noodle.
  10. Liked the music for the final fight in Salem a lot, although the fact that they didn't use break-bars to reflect that time shenanigans was going on was a bit : / At least they had the courtesy of telling you how many times the fight 'resets' since it resets the same amount of times in the no-NP preview and the 'real' fight. Edit: The Lostbelt EoR soundtracks aren't in the My Room Soundtracks, my disappointment is immeasurable and my day is ruined. In the theorycraft corner*, really dislike the 3-turn cd command codes from a statistical standpoint, since you really only have a 67% shot at being able to use it the next card cycle. If you draw it on the last turn of a cycle, there's a 2/3 chance you'll draw it too early next cycle, 2nd to last is 1/3 chance, first is 0/3 chance, which averages to roughly 1/3 'fail' rate. *Since I'm not on JAP. 2-turn cd would've been a lot better since it'd still significantly mess up trying to chain the effect with command card manipulation, but gives you a way better shot at using the effect in the next card cycle if you were drawing cards normally. 1/3 chance for a 'fail' if you drew it on the last turn, 0/3 for 2nd to last and 1st, averaging to be 1/9 fail rate, or 89% shot to be able to use it the next card cycle. The Merlin Code is worth it regardless, but the 1k hp Code looks a lot worse when the sustained healing should average to a bit above 700hp every time you draw the Code. (It averages a bit above 670 hp since you can't fail the first draw and you can't fail twice in a row, too lazy to do the math right now but my gut says around 750hp every time it shows up.)
  11. The Salem half levels thing is pretty interesting, but they really should also half stats from Fou and CE in order for the story supports to be something other than jokes. (Caster Nero has basically double the Atk of the supports, sitting at ~10k vs. their 5k or so.) Also, I have no idea who thought the plot of 'sit in a house and do nothing' was a good idea for a story where you're supposed to pretend to be the main character.
  12. Almost time to start farming Stakes, although I doubt I'll be able to get 42 through natural regen before NA Christmas starts. (And even if I do get 42---and 30 more from the event shop---that's only enough for a single one of Eresh's skills, LUL.)
  13. Hmm, something tells me I'm supposed to bring Jack to this CQ. (I didn't) It might be the 500k max HP buffs Santa Artoria Alter gives her mooks, or maybe it's the crazy card type resistance up she gets after every break bar. (Yeah I'm restarting this fight.)
  14. It's kind of annoying how much a difficulty spike Lancer Alter + Lily is compared to double Waver. Double Waver I can 3-4 turn with random junk like double JAlter + Santa Artoria Alter, but Lancer Alter Lily don't really have good bonus servant lineups to kill, since Jack is neither AoE nor a dragon. (Double Ishtar would work okay, but Ishtar doesn't give the right drop bonus so if you're willing to bring her you're willing to bring people like Waver anyway.)
  15. Honestly they might've been ready to go @ 6PM, but felt that it would be too much of a hassle to figure out who should get the 10 tickets and who shouldn't, so they just made sure to break everyone's logins and (hopefully) mail out 10 tickets later.
  16. I sure am glad I didn't stay up till 12 to do some rolls LUL
  17. I've mostly seen hit +20 on Axe users, which more or less just brings their hit to 100. I've only finished Crimson Flower, though, and it's the shortest route, so maybe other routes have people with better hit rates. Bow users are the ones most likely to have accuracy battalions, but they also lose 20% hit per range above 2, and they prioritize not being countered over having positive hit rates, so holding a 1-2 or 1-3 range weapon means they start shooting at you with 0% hit rates. For gambits I solved the problem by having the Avatar be the main tank, since they can spam tea parties for Charm. Having convoy access was also convenient to replace the weapons they broke counter-killing everyone, but it's not strictly speaking necessary, just nice. Chugging a bunch of Speed Carrots and Speed Wings meant they were looking at 100+ avoid before Alert Stance and Defiant Avoid, so an enemy would need 130+ hit to see positive hit rates in most situations (where she can just Wait) and the Avatar would need to fight multiple enemies with 160+ hit to have a realistic chance of dying. There should be 15 avoid flying battalions out there, I was using Cichol because it had 15% crit, which saves weapon uses. So she can easily hit 113 avoid with a battalion change, 118 if she swaps to a sword (since Sword Prowess is 20 Avoid vs. Lance's 15), 148 if she chooses to Wait rather than kill something. And Three Houses seems to use a 2 roll system, so anything below 20% is more or less 0% for practical purposes. How many people with 168 hit have you ran into? Much less in situations where you had to tank multiples in a single enemy phase. The only time I was forced to have the Avatar fight about a dozen enemies in a single enemy phase was Petra's Paralogue, but that map had tons of forests. So while she was fighting a lot of enemies the vast majority of them also have 0% hit rates, and I also had Gradivus by then, so she pretty much counter-killed everyone but the archers. But again, this was in Crimson Flower, maybe the other routes are different.
  18. Nobu's NP gain is on the high end for Beserkers, though, who are her main competition in the face card things until they die role. (20% Battery + 3.3% a turn) Her damage is definitely lacking (no Beserker 1.5x versus everything) & noodle arms on the NP, but if having bad NP gain by itself is damning then Arjuna (Alter) is damned. (30% Battery & no passive gain.) Mind, Arjuna is way better, but that's because he hits like a truck & actually gets to crit, their NP gains are comparable. Nobu gains 26.6% NP gauge from her skills over the course of a 3 turn farming run, if 30% is good enough as a battery Nobu is actually almost there. The 3% left for be an issue for just about anyone else with a triple Buster deck, but Nobu happens to get 3% from her Buster cards with an Arts lead. Saber is definitely more consistent with better neutral damage, and has full damage in all 3 waves (assuming she only NPs once) unlike Nobu who wants to wait for the last wave, but unless you're looping Saber's NP their NP gain isn't very different. For looping purposes Saber has 23-30% more NP gauge relative to Nobu but also loses her damage lead for the first NP, because 1.33 (for the NP upgrade) * 1.18 (charisma) is 1.57, actually lower than Nobu's 1.1 (Avenger) * 1.5 (2nd turn of 1st skill) = 1.65. Saber still stomps on Nobu for the 2nd NP, of course, thanks to Mana Burst. 1.33 * 1.5 * 1.18 = 2.35 vs. 1.7 * 1.1 = 1.87. Since Nobu also has 1k more Atk, things end up being Nobu does about 15% more damage for the 1st Np and Saber does about 15% more damage for the second Np, and Artoria has 23-30% more NP gauge. Artoria's definitely better, especially considering Nobu doesn't really get to fire off her NP in the first turn, but for practical purposes she's better by 30% NP gauge at most. If we're not looping Artoria has either 30% or 15% more damage (depending on whether Nobu NPs turn 2 or turn 3)*, if we are looping the difference is 23-30% Np gauge. If Nobu is bad at farming then Artoria is better, but still bad. It's the difference between a guy rated at D tier and a guy at C tier, yeah, there's a definite and notable difference, but they're pretty close. *I'm assuming she gets to turn 2 or turn 3 NP because it's a farming run, so you can optimize NP order a fair bit. For CQs, if you're going to mention Lancers then Nobu would be fighting Rulers. Not divine Rulers, mind, just regular Rulers. But when I said I'd be more likely to bring Nobu I meant that I'd be more likely to bring her in for her neutral damage, that is, vs. non-Rulers, non-Divines, and non-Moon Cancer, similar to how I'd be considering Saber vs. non-Lancers and non-Archers. She's basically a Beserker with 23k hp and 8.4k Atk, and I'd slot her into a team the same way I slot Beserkers into a lineup. That is, rather than having 1 or 2 main damage dealers while the supports drop like flies, I'd have 1 or 2 main supports while the damage dealers drop like flies. That said, I still value Beserkers very highly since attrition isn't really a problem in CQs yet, maybe that'll change as we get more of Japan's CQs into the US version.
  19. I mean, face carding things to death with a triple Buster deck isn't actually extremely niche. This US Halloween event is one where that's really useful. (It's part of why I like bringing Mecha-liz to farm maps, although the bonus damage also helps a lot, obviously.) Adding a Buster card to a hand that didn't have a Buster before is pretty much a 30-50% increase in face card damage. It's less common than regular events where you're mostly trying to 3 turn maps with AoE NPs, but events with +mob CEs aren't that rare. Beyond that, I'm pretty sure I'm more likely to bring Avenger Nobu to a challenge map than, say, OG!Saber. (Mind, OG!Saber isn't exactly amazing, but it feels hard to justify Nobu being worse than her, and therefore the worst SSR.) Coming back to the Ishtar v. Nobu comparison, though, I'd put them around the same ballpark for CQs. Ishtar fires off more NPs and her NP is better, but her face cards simply aren't on Nobu's level. If Ishtar didn't have Self-replenishment like I'd thought then I would've flat out said Nobu's better, since her NP gain would've been a bad joke, but as is the difference would depend on what kind of supports are available. If the main support for both of them is Merlin then I'd expect both of them to be around the same level. Ishtar would have to use a Buster NP, obviously, but her better multipliers should more or less make up for the fact that her deck has 2 Busters to Nobu's 3. For farming Ishtar's better, since she's better at the type of farming that happens more often, but that's a meta thing. If we somehow had a nightmare year where every event had +mob CEs, then Nobu would be the better farmer. Mind, Ishtar's skills are definitely better, but her card deck is a bad joke with two 1.38% Arts cards. And I don't think this is a situation like Scathach where you can just pretend two of her cards didn't exist, you do actually have to click those Arts cards. Ishtar needs to spam her NP to out damage Nobu's deck. (Ishtar's Quick Card is pretty good, though, and I'd be happier if she traded an Arts for a Quick since she really wanted to play nice with Skadi for the 50% battery.) This is compared to Nobu who managed to cram three 6 hit Busters and a 1.96% Arts card into her deck. Nobu's Quick card is the worst card in her deck, and even there it's still a 4 hit Quick, so not too awful at stargen even if it's below average from a NP gain perspective. Both of them have issues meshing with supports, since Card Type Up isn't too great for Ishtar and Atk Up isn't too great for Nobu. And they don't really want supports with high star weights, either, someone like Nero Bride would probably make them cry if Nero stayed in the front lines, much less Reines. Mind, I'm not saying Ishtar is worse than Nobu. (Although I would've said that if Ishtar didn't have self-replenishment.) Just that, if Ishtar's better, it's not by a significant margin. Ishtar's probably better than Nobu in a vacuum, but if I had to guess I'd say Ishtar + Merlin and Nobu + Merlin would be around the same level, and I don't think any Ishtar + 'X' would be significantly better than Ishtar + Merlin.
  20. In my experience dodge tanks are easier to make than regular tanks. For some reason enemies occasionally walk around with 80 Atk but just about nobody had more than 120 hit. And forests give 30 avoid for some god damn reason. That said, you don't really need more than 1 or 2 people who can consistently take enemy phase combats, so the rest of your team can be devoted to underleveled people who need to focus fire enemies to bring them down. (This is what I'm assuming you'll have Dedue, Gilbert, and Raphael doing---being underleveled mooks.) If you want consistent performance whole game long then Soldier (make sure to get Reposition) -> Cavalier -> Paladin makes everyone useful while giving you tons of spare skill exp for doing stuff like getting a high level of Authority or getting some extra class proficiencies for their base stats. Wyverns are a nice option if you're fine with the first 20 levels, the hardest parts of the game, being even harder.* Females can go the Pegasus -> Falcon route and just breeze through the whole game, but males have to sidetrack through Cavalier before going Wyvern if you want to keep the team's mobility high, which is pretty annoying. *My Avatar was level 30 around the time my second stringers were level 22ish, and this was pretty much the entire game past a certain point: (Mind that the Avatar chugged like 30 speed worth of stat boosters over the course of the run, 'normal' units would need Alert Stance+ active to reach 100+ avoid.)
  21. Mind that apparently Ishtar's default NP type is Arts, so using her 2nd skill just makes looping harder on her. (Changing an Arts NP to a Quick is basically a downgrade unless you get a ton more hit-count, and changing an Arts NP to a Buster is a side-grade---you get more damage now with a Buster Lead, but you also lose like ~10-30% NP gauge for it.) According to the wiki she doesn't have self-replenishment either, so her NP gain is a bit worse than it looks---and it already looks pretty mediocre since it's .69% per hit with a 2 hit Arts. Edit: Ah, wait, wiki just wasn't completely updated. Ishtar does have Self-replenishment @ 3.5% a turn. She still has a bit of a slow start if you're trying to loop with her, since you'll probably need her battery to be up for that, but it's probably worth losing a Buster card from the deck to get the rest of her kit, compared to Nobu. I don't think she's bad, but I also don't understand why people think her kit's better than Avenger Nobu's. 30% Charisma is dope, especially with bonus charm immunity, but generally speaking the Avenger is the person you want to be smacking people around anyway. No complaints about the 50% battery, of course, although I wish she didn't have to lose self-replenishment for it. Great passives, of course, although really only the magic resistance ones are relevant, both the 27% 37% MR for herself and the 12% demerit for the team. (Edit: And self-replenishment.)
  22. I 'like' how the maps with big enemy mobs in them only show 2 mobs at first even when there's 3 total. The third one shows up next turn even if you don't kill anything, though, which is interesting. Mind, that only costs a turn at most, and I think my max turn count was something like 11 or 12 for the map with the mass production models. Really feels like they meant you to do the event over the whole 2 weeks rather than chugging apples like I'm doing, considering how grindy the missions are.
  23. I kept one person in my front line with Sweet Crystal the whole time through Shimousa just to smack the people who want to evade spam. Honestly I'll probably level 100 a copy of it eventually, since it's such a good general purpose CE, but it'll be awhile since it basically takes a whole year to get enough exp to max level a 5* CE. Parasio kicked my ass the first time I fought her since I was still running a full Knight Class lineup up to that point---after that I decided 'fuck it' and started running actual min-maxed comps. Caster Nero punched Parasio's face in once I actually brought her to the fight, though. (Yagyu was pretty lulsy for me since I brought in Black Grail Archer Archuria for his fight, so his third break bar of only taking NP damage was pretty hilarious, especially since he was kind enough to give everyone NP gain up.) IRRC the two Hells and Parasio were the major fights that took two attempts, everyone else had issues that made them far less of a threat. (The two Hells technically took 4 attempts between the two fights, since I didn't know they'd retreat after losing a single hp bar the first time---saw the 500k break bars and nope'd out with my Bond farming team.) I remember losing more fights than just 3, though, so I probably lost a few to trash mobs as well from running Bond farming comps.
  24. ...God dammit. First time I see the two Hells and their 2 hp bars each I noped out of there and went back in with a min-maxed team and the fight's like, 'Just Kidding Bro, we didn't mean to make you use a team that can do 500k damage per turn for 4 turns in a row.' They bloody skipped out on me after the first bar broke, R.I.P. bond points, R.I.P. AP.
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